DM Delmoth's Strange Aeons: Table 1

Game Master Delmoth

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Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor, heroism, see invisible,

The White Rabbit is seen munching on a scroll.
He gives DM a lucky thumbs up.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

As to the metamagic rods, it's on Table 4-2 of Ultimate Equipment (page 179).
Metamagic (+1 spell level), minor: 3,000 gp

I think it's a good enough purchase that we should deduct it from the party share as a "party item", since Mara is quite often casting Heroism on others. In this case it would be another +1 for the ritual casters.

It does make a lot of sense for Dervak to get Good Hope down the road and then make use of this rod.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

Mara lvl 7 highlights:

Physical Prowess: Dexterity

+1 BAB
+9 HP
+1 Ref
+1 Init

+1 1st lvl spell/day
+2 4th spells/day

Feat: Extra Revelation (Speed or Slow Time)

Temporal Celerity: always act last in enemy surprise round.

Adventuring Skill Ranks:
+1 Diplomacy
+1 Heal
+1 Perception
+2 Spellcraft

Background Skill Ranks:
+2 Knowledge History


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor, heroism, see invisible,

Theophilus is Witch 7.

Took Accursed Hex feat.

SM 4 and D-door for 4th level spells.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:
Speak with Dead wrote:

You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.

If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.

If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.

What questions do we want to ask? Mara has two Speak with Dead spells memorized (I forgot about the Remove Blindness spell when I posted her memorized spells). There's also the device, which if it casts at the minimum required caster level, would give 2 questions. I'm not sure, but I imagine it might only work once/day.

I can see us wanting to question Omari, Melisenn, Nemira, and possibly Daridela (the Xhamen-Dor druid).


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

There is no limit to the number of times the plates will work. Speak with dead spell does impose a 1/corpse/week limit though


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

I imagine that Melisenn, Nemira, and Daridela will try to resist, and as casters they'll have good Will saves. Maybe worth a try as long as we have decent Sense Motive to pick up on any Bluffs. Dervak does not have good Sense Motive. Then again, they may want to gloat instead of lying.

I think we have figured out most of what we would want to ask them. We know where Lowls is and what he is doing.

Acknowledging that replies are "brief, cryptic, and repetitive":

For Melisenn:
Did you sacrifice townsfolk at the Star Stelae?
Where are the bodies?
How did you seek to open this world to the Unspeakable One?
Have you traveled to Neruzavin?

For Nemira:
What caused your transformation?

For Daridela:
How did you seek to restore Xamen-Dhor?

I really don't know what specifically we can ask Omari. I don't think she had the chance to find out as much as we did anyway. And because the spell is limited to what happened during her life, we can't ask what Melisenn was trying to learn from her corpse, or if her soul is at peace (as opposed to being torn apart in the Dark Tapestry).


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

We could ask Melisenn if any of the missing townsfolk are still alive.
We could also ask how Lowls was travelling to the Dimension of Dreams (presumably that's what his "Dream Journey" would be).

Nemira might be able to give us a clue on how to put Dr. Prett to rest, if we could figure out the right question to ask.

I guess we could ask Omari if she had some notes stored somewhere else. Mind you, the church will, no doubt, ask that anyway.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Daridela - advice on bringing down Lowls? I know she isn't a fan of us, but she also seemed to not be a fan of him.

Nemira - If her transformation wasn't willing, ask her advice on redeeming her son. Not that we want to redeem him, but perhaps she can give us some insight into fighting him.

Omari - What she knew of Lowl's and Melisenn. If she assisted them in any way while she was alive (wittingly or not).


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Also picking up Mask of the Mantis for myself whilst the shopping is going on.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

That sounds rather dangerous to me. Are the Red Mantis Assassins okay with just anybody buying their masks and wearing them? Or is Ellery looking to join their cult?

I am not thrilled with the idea of walking around advertising that we have a Red Mantis assassin in our group (whether Ellery is one or not). They tend to be "kill on sight" for my PFS PCs.

If you're looking for a way to get See Invisibility, I would say UMD scrolls, but Ellery can't do that, although he should be able to use Riffle Scrolls. Hand of Glory is good too.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

It seems that that Red Mantis are ok with people using their signature weapons, so long as they're good at it. I could justify that translating to how they dress as well.

From what I know of Ellery's backstory the Red Mantis wouldn't want him nor would he want to join them. Religious differences.

There is no reason to believe that the Red Mantis have a monopoly on that item's specific set of abilities. So Ellery could purchase an item that works exactly like that head slot item but is cosmetically different.

That said if Ellery wants to pick up that item its fine, the baggage that goes with it is optional.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

If he can buy a mask that has all the same properties but is not a bright flashing "I am an assassin!" sign then I would not have any concerns.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

I don't care what it looks like as long as it functions, so it could look like a clown face for all I care. Of course then the lesser known Pennywise assassins may have an issue with it :P


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Clown face it is


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Dont sweat doing this optimally. Its a three month tour to Casomir and you just got a head start.

Looking at the table for what you got they tell me what you found without telling me what you found, if that makes sense. So it will be a little bit.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

I think I misinterpreted how the library rules work. Is there one primary check per 8 hours, and everyone else aids? Can people aid with a different skill than the primary skill check?


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

1 check at the end of an 8 hour period of research. The secondary researchers are using aid another so it has to be the same skill check. And you can only have up to 2 secondary researchers.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

For future checks, we'll likely want Theo as primary with Knowledge Planes. Mara has a rank in that, so she can try to aid.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

He gets better results with a higher int too.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor, heroism, see invisible,

The White Rabbit looks at you two with a what am i chopped liver expression.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:
Theophilus Carter wrote:
The White Rabbit looks at you two with a what am i chopped liver expression.

I didn't want to bring that up, but now that you have...yes. We have been avoiding telling you that somewhere in the Asylum you got body swapped and we have all been playing along so you don't go sane. I don't think anyone here wants to see what a sane Theophilus acts like!


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor, heroism, see invisible,

A sane Theophilus would be scary...lol.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

@Mara, 2 thoughts:
1) Do you want to split the cost of a Lesser Metamagic Rod (Encouraging Spell)? Would boost Heroism to +3.
2) Do you think it useful to prepare and cast Divination before trying the Release Nightmare ritual on Dervak?


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

@Dervak
1) Sounds good.
2) Might as well — Mara left a 3rd lvl spell slot open.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

Divination is actually 4th level.
Can use the open 3rd level slot for a second Heroism if you want to try the ritual today (one on you, one on Theo).

Edit: and Mara already has the Healer's Gloves - they are on her sheet with the GP deducted from her share.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

Ah yes, you're right. Luckily I left one 4th lvl spell slot open as well. :)

She also has an open first lvl slot for Tears to Wine, so if we can buy everything we need today, we could do the ritual tonight.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

We could try to recruit more secondary casters. We have 4 right now, and the ritual allows up to 12 (+1 to skill checks per 4 secondary casters).


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

Too risky, I think. Don't want to get a cultist in our midst trying to sabotage the ritual. We'd need 4 more secondary casters to get another +1.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

You could probably convince Keldrin to join if you wanted. Maybe a good idea for reasons you'll find out soon. Want to get the divination response right.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

My other thought was Cesadia and some of the Sleepless Detective employees. But I'm going to defer to Dervak, since he's the one bearing the risk.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

Keldrin, Cesadia... yes, maybe we could find 2 others from the Agency.

Let's get the Divination response and then decide.

If the GM is giving us a nudge that including Keldrin could be a good idea (perhaps for reasons involving his future campaign role) I am happy to pick up on the hint.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure
Dervak wrote:
If the GM is giving us a nudge that including Keldrin could be a good idea (perhaps for reasons involving his future campaign role) I am happy to pick up on the hint.

I frequently try to nudge but my reasons are omimous and often enough not in the character's best interest.

Seriously I just didn't want him to be forgotten about. He is the only NPC without a greater agenda and is favorable to the party.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis
DM_Delmoth wrote:
Dervak wrote:
If the GM is giving us a nudge that including Keldrin could be a good idea (perhaps for reasons involving his future campaign role) I am happy to pick up on the hint.
I frequently try to nudge but my reasons are omimous and often enough not in the character's best interest.

Well if it's in the story's best interest then I'm still happy to go along with nudges even if they make things a bit more "interesting" for the PCs.

Also, just to be clear...

DM_Delmoth wrote:
If the ritual was modified and performed by someone more skilled it would have the intended effect of expelling any foreign presence in someone's mind.

We are talking about doing the modified ritual to expel the Dark Whisper, not the original ritual to make it manifest, right?

Acknowledging that if things go wrong it could well manifest.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

A quote for your quote, with emphasis

Release Nightmare wrote:
This ritual creates a small rift between the Dimension of Dreams and the target’s mind. If the target suffers from natural, reoccurring nightmares, the ritual conjures them into a viscous, physical substance that boils forth from the target’s mouth and nose, then congeals into an inert, coal-like lump of dead dreamstuff. After this, the target has no natural nightmares for a year and never has those specific nightmares again. This ritual dispels the effect of the nightmare spell and makes the target immune to that spell for 1 week. If the target is the victim of an outsider that can cast nightmare as a supernatural or spell-like ability, this ritual attempts to conjure that outsider. The target must have been affected by the outsider’s nightmare ability within the last 3 days. In this case, upon the ritual’s completion, the outsider must succeed at a Will saving throw or be summoned into a space adjacent to the target. If the target has been affected by multiple outsiders’ nightmare ability, the outsider with the lowest Hit Dice is conjured. The outsider is in no way controlled by the target or the ritual’s casters, and likely either attacks those who conjured it or attempts to flee. Outsiders having an ability similar to nightmare—such as a night hag with its dream haunting ability—might also be conjured by this effect.

Mara and Theo are just making the rift able to open to the needed plane to access the Dark Whisper. It will also allow the ritual to conjure something other than an outsider. Making it manifest would expel it from Dervak. When I was talking about more skilled caster I was referring to the fact that Losandro and Zandelus couldn’t hit the DC 28 on the heal and planes check and kept making Oneirogens.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

In essence you are recreating what Losandro was trying and failing to do with Zandalus and The Tatterman. Part of Losandro's problem was she didn't know about The Tatterman.


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M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

Dervak is getting ready for his big number.

Costume? Check.
Lighting? Check.
Vocal warm-ups?

All that you are is the end of a nightmare,
All that you are is a dying scream.
After tonight I shall end this demon dream -
This is not a dream, my friend,
And it will never end,
This one is the NIGHTMARE that goes ON!


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure
Theophilus Carter wrote:
A sane Theophilus would be scary...lol.

Late to this party but according to the sanity rules Theo is the most sane character with a sanity score of 42. Now that we have that answer what was the question again?


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor, heroism, see invisible,

Theophilus winks and tips his hat.

The White Rabbit seems doubtful.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:
DM_Delmoth wrote:
Theophilus Carter wrote:
A sane Theophilus would be scary...lol.
Late to this party but according to the sanity rules Theo is the most sane character with a sanity score of 42. Now that we have that answer what was the question again?

I need to go frost the tips of my hair...because I definitely need to speak to the manager about this!


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

Here's a question: given that Dervak is the subject of the ritual, can he act as a secondary caster? Or do we need another 4th secondary caster (such as Keldrin)?


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

I was thinking about it earlier and I don't see why Dervak couldn't be a caster, so you wouldn't need Keldrin.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

I'm fine with Losandro's office for the location of the ritual.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Are Theo's active spells cast at the beginning of the ritual?


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Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor, heroism, see invisible,

Good call. I am saying yes. This can be considered a dangerous situation, therefore, seems warranted; except Invisibility.

Cleaned up line.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Dark Whisper will be played by the Upside Down Dervak. I imagine Dervak will want to change his profile pic to reflect his change, I'll get that change on the map once he's done that.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 23/T12/FF23/CMD26 | F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 3/1 (3/2) | Active: Barkskin, Heroism, See Invis

Okay, will get to that in a bit. But didn't Dervak make the save against the Maddening Presence? And Mara, for that matter?

Honestly, Dervak at full strength (with Rage) against the party would be a fairly even fight. Improved Uncanny Dodge renders Ellery almost a non-factor, his saves are pretty good, and his reach messes with the casters. Dervak with Rage and a Confusion aura (that seems to Confuse even on a successful save) is going to be very tough. Time to break out any stinky cheesy tricks you've been saving up.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

I believe we stepped in it this time.

Rowan has a couple new tricks after last level. Will post a bit later.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

d6 rounds of confusion happens regardless of the save. This is actually a nerfed version of the ability. In the normal version if you fail the save you're permanently confused. For those of you who failed I'll PM you with what this means after the fight.

The Dark Whisper is based off Dervak, it has the same template that Nemira had. I did make a few other adjustments too so it may have different weaknesses.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time:

I didn't know what spell to memorize for my open 2nd lvl spell slot, so I made a lucky guess and chose Calm Emotions. Note that while the spell suppresses a number of effects, it removes the confused condition. So all Mara needs is a round of acting normally (35% chance with Foe of the Strange).

I think I will make sure that she always memorized Calm Emotions from now on. I'll probably also want to get a scroll as a backup.

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